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Brandon Hodge's page
Contributor. RPG Superstar 2013 Star Voter. Pathfinder Society Member. 637 posts (702 including aliases). No reviews. No lists. No wishlists. 1 Pathfinder Society character. 1 alias.
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Hey everyone! I've wanted to do this for a while, and after getting the A-OK from Mr. Jacobs, I'm posting the original statblock for the ghost of Emperor Xin for any GMs who might be so inclined to toy around with his malevolent spirit.
The decision to excise Xin's ghost statblock was a good one. As you can see, it is a great toolbox utility for GMs to harass PCs, but also very complicated. Between the sentient and hostile crystal palace, the visions of the flamma horacalcum, Ogunthunn's machinations, and all the crazy high-level encounters in the adventure, it was just one thing too much for GMs to keep track of, so we kind of consolidated it into the palace's sentience and merged those mechanisms to get the same point and events across. And a lot of these abilities still showed up either in the adventure or in the Clockwork Reliquary, so a lot of it was used in any case.
But for those GMs who like a challenge, or for those who want a close peek at how Emperor Xin was in life (we justified the drop from 20+ level to a 17-level statblock as an unspecified degradation of abilities due to senility), I think this will be a treat. I wanted to breathe life (or undeath, as it were) into the First King, and after some of the criticism I received for having Carrion Crown's BBEG Adivion as the final AP battle literally in the last room of the tallest tower, never before really seen or encountered or introduced, I wanted to redeem myself with a villain you not only felt throughout the entire adventure, but came to intimately know as you tried to unravel his mad machinations. Creating the flamma horacalcum allowed me to show PCs glimpses of a great man's life and his ultimate betrayal, literally giving them a front row seat to his life and works, and ultimately building sympathy for this tragic figure. I daresay that PCs have never gotten to know a villain so well before finally getting the chance to lay him low by the adventure's end. Well, maybe not since Strahd. =-)
Enjoy, but please keep in mind this is an undeveloped statblock. And since it is unpublished, it is technically unofficial. If I run across any related portions in my turnover that might further flesh out the role he played in the adventure (though most of that stayed the same--he just wasn't a true ghost anymore)--then I'll post it. Have fun!
Xin's Ghost
Xin's ghost haunts the palace, stuck in time and seemingly unaware of his own demise, and awaiting the moment when his soul will merge with the repaired Clockwork Reliquary. Xin should be a constant menace to characters, but great care must be taken to use him as an effective story element more than a deadly combat encounter. Xin's ghost is truly powerful, able to rejuvenate quickly should he be cornered and destroyed, but his abilities serve as an effective toolbox to challenge PCs at every turn. He is senile, and equally likely to forget PCs are a threat, appearing to converse with them like a lonely old man. While Xin's statblock is designed as more of a hit-and-run harasser, it is this use in conjunction with his tragic story elements that allows him to be a constant-—if inconsistent and crazy—-foe that GMs can use to breath life into the adventure. Until merged with the Clockwork Reliquary, Xin's ghost should rarely engage PCs for more than a few rounds at a time, using his wide range of abilities to harass intruders with maniacal delight before fleeing through the palace's walls, only to encounter them again several rooms later or within deserted hallways to pontificate on the glories of his rule and approaching reconquest of Avistan. His presence can also be used as an alternative trigger to the adventure's phantasms—an important story element for PCs to experience. He might use his construct malevolence ability to take over the body of an unusually friendly clockwork servant to trick PCs into his confidence with his considerable wile as he leads them into traps. Other times, he may spring palace defenses as PCs attempt to rest, or use his telekinesis while they are otherwise engaged to trip or bull rush PCs. While the ghost shows up in a few stated encounters, use him to weave a tragic story element into the palace, not only through his abilities, but with his personality.
Ghost of Xin CR 19
XP 204,800
Male venerable Azlanti ghost wizard 17
CN Medium undead (augmented humanoid, incorporeal)
Init +2; Senses darkvision 60 ft., see invisibility; Perception +34
Defense
AC 33, touch 24, flat-footed 30 (+9 armor, +11 deflection, +2 Dex, +1 dodge)
hp 275 (17d6+213)
Fort +20, Ref +11, Will +22
Defensive Abilities incorporeal; channel resistance +4; rejuvenation Immune undead traits SR 18
Offense
Speed 0 ft., fly 30 ft. (perfect)
Melee corrupting touch +10 (19d6, Fort DC 29 half)
Special Attacks corrupting gaze (DC 29), frightful moan (DC 29), hand of the apprentice (13/day), metamagic mastery (5/day), telekinesis
Wizard Spells Prepared (CL 17th; concentration +29; +2 to caster level checks to overcome spell resistance)
9th—mage's disjunction (DC 31), overwhelming presenceUM (2) (DC 31), symbol of vulnerabilityUM
8th—euphoric tranquilityAPG, greater shout (DC 30), power word stun (2) (DC 30)
7th—control constructUM, deflectionAPG, quickened haste, limited wish, resonating wordUM (2) (DC 29)
6th—acid fog (2), persistent bestow curse, chain lightning[/i] (DC 28), enemy hammerAPG (DC 28), greater dispel magic, persistent terrible remorseUM, true seeing
5th—dominate person (DC 27), feeblemind (DC 27), mind fog (DC 27), rapid repairUM (DC 27), wall of force (2), wall of soundUM, waves of fatigue
4th—bestow curse (DC 26), black tentacles, control summoned creatureUM (DC 26), greater false life, ice storm, shout (DC 26), solid fog
3rd—distracting cacophonyUM, haste, howling agonyUM (DC 25), lightning bolt (DC 25), ray of enfeeblement (DC 25), sands of timeUM (2), slow (DC 25)
2nd—burning gazeAPG (DC 24), disfiguring touchUM (DC 24), defensive shockUM, frigid touchUM, make whole, spectral hand (2), touch of idiocy (2)
1st—chill touch (DC 23), corrosive touchUM (2), ear-piercing screamUM (DC 23), mage armor, shield, shocking grasp, touch of gracelessnessAPG (2) (DC 23)
0 (at will)—dancing lights, mage hand, message, touch of fatigue (DC 22)
Statistics
Str —, Dex 15, Con —, Int 35, Wis 27, Cha 33
Base Atk +8; CMB +10; CMD 30
Feats Arcane Blast, Arcane Shield, Craft Construct, Craft Magic Arms and Armor, Craft Wondrous Item, Deceitful, Dodge, Eschew Materials, Flyby Attack, Heighten Spell, Persistent Spell, Quicken Spell, Scribe Scroll, Toughness
Skills Bluff +27, Craft (blacksmithing) +32, Craft (constructs) +29, Diplomacy +28, Disguise +13, Fly +10, Intimidate +28, Knowledge (arcana) +37, Knowledge (engineering) +32, Knowledge (history) +32, Knowledge (nobility) +32, Knowledge (religion) +32, Linguistics +19, Perception +36, Sense Motive +21, Spellcraft +32, Stealth +23; Racial Modifiers +8 Perception+8 Stealth
Languages Abyssal, Aklo, Azlanti, Celestial, Draconic, Infernal, Thassilonian, tongues
SQ arcane bond (ring), construct malevolence, ghostly trappings, inherent bonuses, permanent spells, phantasmagoria, rejuvenation, vehemence
Special Abilities
Construct Malevolence (Su): Xin's ghost has a powerful connection with both the palace and constructs he created in life. As a standard action, Xin can trigger any of the palace's defenses (page 22) with a range of 60 feet. In addition, once per round, Xin's ghost can merge its body with a construct he created. This ability is similar to a magic jar spell (caster level 17th), except that it does not require a receptacle. Xin controls the construct as if it were his own body, and can cast any spells without verbal components while possessing the construct.
Corrupting Touch (Su) By passing part of its incorporeal body through a foe's body as a standard action, Xin's ghost inflicts 19d6 damage. This damage is not negative energy—it manifests in the form of physical wounds and aches from supernatural aging. Creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction. A Fortitude save (DC 29) halves the damage inflicted.
Exceptional Stats (Ex) Xin was destined from his pure Azlanti birth to rule an empire. As a result, his ability scores were generated using the 25-point epic fantasy ability score array, in addition to a +2 bonus to each ability score for his Azlanti bloodline and adjustments for his venerable age. These modifications, along with the inherent bonuses granted by his wishes and grave trappings items, increase his total CR by 1.
Grave Trappings (Su) Though the Sihedron's destruction denied the item to him in his afterlife, Xin continues to be able to use and benefit from spectral duplicates of other important items in his life just as though they were the real things. These special items are themselves incorporeal and can be manipulated by Xin's ghost, and are treated as being part of his form and cannot be disarmed or removed (even by Xin). Should Xin be destroyed, his equipment reappears with him upon rejuvenating. Given Xin's unique nature, these items are all magical. Xin possesses 2 greater rune plates identical to lesser versions of its kind (page XXX) but each holds 30 spell levels, with one currently holding horrid wilting, time stop, unbreakable constructUM, and wish, and the other containing wish, mage's disjunction, symbol of vulnerability, and haste. These rune plates can be further inscribed with spells from Xin's remaining spellwells, following the rules found in Area C8. Xin wears intricate gray robes of the archmagi, and possesses a spindle of perfect knowledgeAPG, a normal rod of quicken metamagic, a normal rod of empower metamagic, his arcane bond ring, and an orb of storms.
Inherent Bonuses Xin's prolific use of wishes in his life have increased his stats. He has a +5 inherent bonus to his Dexterity, Intelligence, Wisdom, and Charisma.
Permanent Spells Xin has made the following spells permanent on himself: arcane sight, see invisibility, and tongues.
Phantasmagoria (Su): Nine times per day, Xin can create elaborate phantasms depicting scenes from his troubled life and rule. This illusion functions similarly to the spell mirage arcana in combination with multiple major images, recreating significant scenes, setting, and characters from Xin's past. Xin's ghost often incorporates itself into the effect, appearing as younger versions of himself as if under the effects of alter self. The entire illusion can be disbelieved with a Will save. The illusion is treated as a 6th-level spell created by a 19th-level caster. GMs may use this ability as an alternative to trigger the phantasms created by the palace's temporal anomalies (see Visions from the Past, page 22).
Rejuvenation (Su) Xin's immortal essence is tied to the palace, and exceptionally difficult to destroy through simple combat. When “destroyed,” Xin's spirit restores itself in 1d6x10 minutes. Xin's ghost can only be permanently laid to rest by either destroying his crystal palace, or after his soul has been captured by the Clockwork Reliquary.
Rune Magic's Master (Su): As the founder of Thassilonian rune magic, Xin is something of a unique spellcaster. Although he is a universalist wizard, Xin receives two additional spell slots of each spell level he can cast, like a rune magic specialist. When preparing spells, Xin must choose a school of magic for each spell level, and use both extra spell slots to prepare the same spell from a chosen school of specialization, allowing him to cast that spell twice. However, he is prohibited from preparing any spells of the chosen school's two set opposition schools of rune magic (see Inner Sea Magic 17) with slots within the same spell level. If the chosen school for that spell level is abjuration, for example, no spell slots of that level can be prepared with spells from the evocation or necromancy schools. Xin may choose a different school of specialization for each spell level during preparation. As his spells are currently memorized, Xin is considered a conjuration specialist for level 6, an enchantment specialist for spell levels 8 and 9, an evocation specialist for levels 2 and 5, a necromancy specialist for levels 3 and 4, and a transmutation specialist for levels 1 and 7.
Telekinesis (Su) Due to the trauma of Xin's immolation, his ghost can use telekinesis as a standard action once every 1d4 rounds (caster level 17th).
Vehemence (Su): Xin's powerful connection to his palace and his creations grants his a measure of mastery over it. Once per round, Xin can possess objects within or areas of the palace (such as the C12 foundry), giving it life as an animated object with a CR no higher than 17. If the target object is being held by a creature, the object can make a Will save using its bearer’s saving throw to resist possession. If the animated object is destroyed, the ghost reappears in its square and cannot possess another object for 1d4 rounds.
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Being the freelancer with the most contributions of Azlanti-related material for Pathfinder, I've planted depictions and clues to the fashion and architecture of ancient Azlant in From Shore to Sea, Lost Cities of Golarion,, and, most recently, The Dead Heart of Xin. For the high apex Azlanti period of which Xin was outcast, I usually go for a Skesis-inspired (Dark Crystal) vibe with layers and layers of overlapping robes and strange coral-like structures, with an obvious bit of idealized lost Atlantis driving the whole strangeness. Go alien...Melinibonean, even.
Of course, I expanded on these themes for the non-IP companion volume of FStS: Open Design's "Sunken Empires."
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Author's reply, similarly spoilered:
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James Jacobs wrote: Stebehil wrote: As to what class the soldiers have: most would probably be 1st level commoners...
Maybe for some adventures... but not for one for 13th level characters. Balancing this adventure's high level requirements with our perception of what realistic skills and abilities we expect "real world" veteran soldiers to have was one of the toughest things to get right with this one, but I'm really excited for everyone to see what we came up with!
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Turin the Mad wrote: Now, a "Ask the Forums ALL Your Questions Here" thread could be entertaining. ;) Otherwise known as "the forums." =-)

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FatR, what you're asking is for Paizo to account for the actions of home groups and the conclusions and varied storylines of those Adventure Paths in countless home games the world over, the likes of which would make DC's Crisis on Infinite Earths look like a cupcake party. The possibilities you list are possibilities, but there are infinite others played out all over the world by home groups. I don't think PCs or GMs would take too kindly, for example, to being told at the start of Shattered Star: "Oh, by the way, your LG heroes from RotRL are now tyrannical rulers in control of Xin-Shalast."
The furthest Paizo was willing to go in that regard, as James and others have said on multiple occasions, is that the events of those APs came to a satisfactory and reasonable conclusion, and those assumptions are outlined for you in Book 1. And lots of people were turned off by those very basic assumptions because it conflicted with the end results of their home games. Given that reaction, I think going even further down that rabbit hole as you outline would have been a wholly unreasonable request in a market where Paizo is trying to appeal to the highest common denominator by assuming the most likely and logical outcomes of their previous work.
But if you want to make those assumptions for your home game, get after it. It sounds fun. But such assumptions are well beyond the scope of what authors are given to play with in the format of Adventure Paths, and what developers are willing to assume as the basis for AP plotlines and their effects on home games.
Ultimately, your posts reminds me a bit of the "why didn't the eagles just fly Frodo into Mordor?" argument. Sure, they could have. But we wouldn't have much of a story, would we? Heck, we could all save ourselves the trouble and just put out a one-page press release that said "OK everyone, instead of a 6-issue AP arch, we've decided that a group of heroes from RotRL teleported around, kicked everything's ass in the course of a week, and saved Magnimar before breakfast. The End." Heck -why do APs at all?
And the directors of Die Hard could have made a short film where John McClain gets killed in the first 15 minutes. But where's the fun in that? =-)
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Buri, if you want people to take your request and this thread seriously, you might consider not using corner cases, non-typical circumstances, and unusual exceptions in attempts to prove your point. The average DC floating around Book *6* of Shattered Star is DC 25. The highest I see inspecting the first half of my adventure is 35, and it is written for 15+ level characters.
People are giving you reasonable responses to your request, but I think myself and others are beginning to see that no answer, no matter how thorough, is going to satisfy you. And you're antagonistic at that. If you can't reasonably accept conclusions based on the data provided by folks taking time out of their day to help you out, then I'm afraid you aren't going to find the answers you seek, but will find other posters abandoning any attempt at reasonable or helpful discussion. And frankly there's enough of that going around on these boards these days.
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Oh, I'm totally open to criticism and all manner of negative reaction to an adventure that pushes the boundaries like this one does. That I can handle.
But "steamy load" transcends "this really isn't my thing" or "I'm really disappointed to hear this and won't be buying it" and enters a whole other arena of unnecessarily negative name-calling that's incredibly disrespectful.
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Copernicus Mandrake I wrote: I was interested in this AP... until I found out about this steamy load. "Steamy load?"
Stay classy. Maybe you've got the wrong messageboards. Here we've got a "don't be a jerk" rule, and calling a product a piece of crap sight-unseen definitely falls within the bounds of jerkish behavior.

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Arnwyn wrote: I'm sure you can understand, though, that if you're seeing several of these types of statements - in just this one thread! - that there might be some room for improvement here?
While you might disagree with vikingson's conclusions, I think they are more than legitimate.
I don't inherently disagree with vikingson's conclusions or find them illegitimate at all. It is the base assumptions from some folks that are flawed, such as the perception that there isn't a lead designer, for instance. As I stated in my followup post:
Brandon Hodge wrote: I'm not vouching for executive decisions or execution--that's above my pay grade. I'm testifying against the perception that Paizo picks 6 writers, gives them shove into the darkness without guidance, and tentatively strings together whatever adventures they eventually turn in to make an AP. Nor am I saying there's not room for improvement. Heck, I LOVE these discussions and debates, and there were even some threads going on while I was writing Dead Heart of Xin that ultimately changed the whole nature of the adventure (in particular, complaints about BBEGs just showing up in the last room of the tallest tower--note how many times your party gets harassed by Xin in the AP finale and how he's turned into a living, breathing, and somewhat sympathetic antagonist that you get to know throughout the course of the module--you're welcome! Hahaha).
So, I'm listening. But I only think criticism can be fair (and ultimately be learned from) if it operates on correct assumptions about how these things are written. And those assumptions by some in this thread that APs are a leaderless or haphazard project are wrong, as James and I have both detailed. Whether or not they succeed within that framework is, again, above my pay grade, and not something I've really engaged in debate about, but I am enjoying the thread.

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gustavo iglesias wrote: I understand the underlying logistic problems about the one-writers AP. But I'd really love to see the AP being designed by an overall supervisor, which make a master plan for the whole AP and decides what is the metaplot and how to foresee it in the AP, how to make the story feel connected. There have been several statements of this nature in this thread (so I'm not just picking on your, Gustavo) that reflect an inherent misunderstanding of the publishing mechanism by which APs are produced.
This "master plan" and "overall supervisor" person already exists. It is the AP's lead developer. So if you'd love it, you've not only got it, but you've always had it! =-)
Taking the current Shattered Star AP an an example, the plotline was written and finalized by Paizo long before any freelancer ever got a look at it. Oftentimes, such as the case of Shattered Star, the author of that outline is also the lead developer (in this case James), so you already have a Paizo professional who is not only responsible for tying all of the elements together between books, but is also usually the author of the AP's basic story structure.
Freelancers, in turn, receive this master outline as we are assigned chapters, and are immediately aware upon reading it of everything that comes before and after our respective chapters. In most aspects in very great detail. It is our job to flesh out those story elements and deliver an adventure that fits within the outline's structure. In some cases, we have relative freedom to do as we please within that overall plotline (your chapter might be a two-page outline, for example, that dictates certain plot elements, monsters, and continuing threads or NPCs), but at other times can't step beyond the bounds of the AP's basic assumptions and overall story arc.
So you've already got the grand architect you're requesting, both in the gigantic AP outline and in the lead developer. In fact, it is an inherent quality of the lead developer's job. Another inherent job is tying the overlapping plotlines together as tightly or loosely as they see fit, and, as this thread demonstrates, that's either done with various degrees of intent or effectiveness depending on the goals of the lead designer and considerations that range the entire gamut from single-volume sales to real-play consideration of "oh-crap-they-killed-the-BBEG-because-he-showed-up-in-Chapter-2."
So, with all that, from a freelancer's perspective, we've got someone watching our backs whose job it is to tie all the disparate elements of the various chapters together. And we proceed in that confidence, oftentimes turning over notes to reflect back on outline elements that leave it up to the developer to drop or pursue. And we trust them to do what they see fit, because they're pros and it is their baby, too. And given my privileged view from the inside, I think they do a fantastic job
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Dragon78 wrote: Since the living rune is not incorporeal but two dimensional, then ghost touch weapons would not gain any benefit, correct? Isn't that so cool??? =-)
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Savor it, folks. And enjoy.
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James, I'll happily accept "this isn't my style" or "I don't really like the sound of this" or even "get your modern day chocolate out of my fantasy peanut butter..." Heck, I won't even argue with you if you really think it is the "WORST idea" you've ever seen. Fair enough.
But "weak" and "very uncreative?"
C'mon, man. Uncreative? PCs shanghaiing Baba Yaga's hut to traverse time and space to rescue her from her treacherous daughter to prevent an eternal winter from descending on Golarion, which includes visits to other planets, including WWI-era Earth? Breaking through dimensions to confront one of Earth's most notorious occultists during the Great War?
"Totally not my cup of tea" I can handle, but if you really think this is "very uncreative" then I'm not sure what else we can do for you, dude.
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"I felt a great disturbance in the Force, as if dozens of Paizo employees suddenly cried out in terror, and were suddenly silenced."
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Oh, the cat people will get their due in #72's Bestiary, which exclusively features FELINES!!! That Adam's doing one fine job representing enthusiastic pet owners in the AP backmatter articles, isn't he?
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I can't WAIT for you guys to see the great statblock selection of dog breeds that Daigle has put together for this volume! Statblocks for pugs, mastiffs, dobermans, chihuahuas, and so much more, including rules for constructing your own mixed-breeds like labradoodles, bulloxers, pug-a-peis, and more! The variety is amazing, and you're getting an ENTIRE BESTIARY CHAPTER devoted to enough breeds to make any fan of the Westminster Dog Show or the movie Best on Show envious!!!
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And another echo (echoing James' echo of Rob?)
I approached this task with great care and respect for not only those who would LOVE this concept, but also those that I knew might instantly reject it. I've seen the word "gonzo" tossed around a little bit regarding the concept, and anyone who knows me and my writing knows that I'm far too serious to take this subject matter lightly. This is a grand adventure that stays as firmly bedded in reality and history as a story about adventurers from another world crossing over into ours to rescue an immortal personification of Mother Russia can be. So I hope that those wincing at the concept will at least crack its covers and give it a chance, because I really do think it will surprise you.
But you've got a while to wait, yet. =-)
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Wait. I was supposed to put GUNS in this adventure???
Roooooobbbbbbbbb!
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Pugwampi wrote: wat?
Here I was thinking this AP would delve in to Eastern European fantasy tropes in the same way other APs have covered other cultures then I see this!
While this AP is certainly already chock full of those themes, the era in which this particular adventure is set doesn't preclude the use of those same Eastern European tropes. I've got your back. ;-)
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Dryder wrote: Either doing Xin first, or Karzoug. I have to wait for part six of SS to finally make a decision. My money's on Xin. You'll see. =-)
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Your dossier says differently, Jessica Pricylov!!!
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Ross Byers wrote: brad2411 wrote: Vic I want full right ups for each paizo employee so me character can meet you all. I don't think any of us were around in 1918. Ah, but what of your great granduncle, Boris Beyerisnokov, and his incredible story of heroism and escape from the horrors inflicted on him by a savage group of anachronistic murderous hobos as he guarded an isolated Siberian monastery in the waning months of the Great War? That IS part of your family lore, isn't it, Mr. "Beyers?"
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Mechalibur wrote: Probably because level 1 characters vs 20th century technology doesn't make for favorable odds Given what Rasputin is up to in this adventure, 13th level characters don't have very favorable odds, either. :-)
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Bellona wrote:
And does anyone have any ideas about the new oracle mystery? It's supposed to be something like twentieth-century mysticism, possibly with a bit of the occult.
Is it too late historically-speaking for the new mystery to be Spiritualism in some guise? There's also been some mention of Aleister Crowley (Golden Dawn, etc.). Or could it be related to something like Theosophy?
You do know what I research and collect when I'm not writing Pathfinder adventures, don't you? =-)
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You echo some of my own sentiments that I posted earlier here.
Neither Paizo nor myself entered this endeavor lightly, and I'm thrilled with the response so far, even from those whose cup of tea this may not be. It is a trust thing, and that's rather encouraging. =-)
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James Jacobs wrote: TheLoneCleric wrote: Any chance on a Earth sourcebook? For maybe...future adventures? Not really. Not unless "Rasputin Must Die!" comes out and blows us away with its sales and universally high reviews and overwhelming demand from the customers for an Earth sourcebook. Yeah? How about for Unspeakable future adventures. ;-)

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I'm incredibly pleased with the overwhelmingly positive response that the themes and setting of Rasputin Must Die! has gotten since its announcement. For months we had been prepared for the opposite, and I'd honestly buckled up for the big reveal while cringing at the thought of a public backlash or rejection of the concept, so the acceptance has been refreshing. Not that my guard's down, but I'm thrilled with the response so far.
I think we're here in this state of mind because there's an inherent trust that Paizo isn't out to scramble your expectations of what you've come to accept from them. Keep in mind that as much as you guys value and love Golarion, they're the actual caretakers and owners of that canon, and whatever affection we have for the setting and its adventures is multiplied by Paizo staff tenfold. So they aren't out to screw things up or set us up, as fans, for disappointment. They're honestly trying to give everyone something they think you are going to LOVE, and sometimes they have to assume some risk to provide that thrill. I think as we all tread parallel through Pathfinder together, we've all come to place our trust in that. While there will always be some detractors, we all realize that the last folks that are going to screw it all up is Paizo and the freelancers they entrust with bringing their world to life.
And there's a reason they came to me for this one. Some of you may know that I run a now-infamous annual Call of Cthulhu game at Lou's GenCon bash every year that many Paizo employees have played in. One of my favorite things to do as a game designer is play with real-world history by inserting fantastical events into recorded events, and I put on a yearly display of that skill with this particular game. In the case of my annual CoC adventure Black Cow's Milk, Black Hen's Eggs, I researched a regiment of real-world Civil War soldiers and a special mission they undertook during the Battle of White Oak Swamp, and I manipulated events to "Cthulhu-ize" it, to tell the untold history that you have to read between the lines to discern. But I always write so that whatever happens in those few short hours that we play the game, real-world history maintains something of a status quo. My greatest satisfaction would be to travel to some of those real locations with the players, point to some old burned-out, ruined building in Virginia, and say "remember that fire your characters started in my 1862 adventure? Yeah -YOU did this!"
That was the same approach and care I took with Rasputin Must Die. Paizo trusted me to do it, and I think you guys will really dig the results. It is really neat. And rest assured I'm not out to unduly scramble Golarion OR Earth history, and I'm proud that Paizo turned to me as caretaker of this momentous occasion. =-)
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LazarX wrote: And when you weigh up all of the influences that went it to it. you'd have to come with the realization that Tolkien is really just a passing influence in this game. There's clearly material lifted from Tolkien, but inn fact it would be my contention, that we'd have D+D more or less unchanged save that the Ranger might have a different class name, and we wouldn't have been saddled with kender. This is getting crazy off-topic, but you can't possibly be serious here, LazarX. I have read a significant portion of the bibliography, and while I'm much more a Leiber fan myself, you and I both know that Tolkien's influence on this game is anything but "passing," and his contributions far greater than contributing "ranger" as a class name and a few other tidbits. I would never discount the contributions of other writers to the genre and their influences on Gygax's original works, but c'mon, man.
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Adam Daigle wrote: We SO wanted to use Tunguska, but the timing was problematic. I'll back Daigle up here. Even months after we'd totally discounted Tunguska from the equation, I was trying to figure out some way to pull it back in, even during my final weeks of writing.
"But...but...Rob. Adam. Listen. What if the events of the finale are so awesome they shunt the hut back in time 10 years, just so the PCs can look out of the window, see what they did, acknowledge the real-world reference, fist bump, and then start Chapter 6??? Pleeeease?"
This adventure breaks some crazy ground, but even we have our limits. =-)
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Cheapy wrote: "Russia didn't have tanks" isn't the same as "Russia didn't have Russian-developed tanks".
I'm sure there are many countries that don't produce rifles but have an abundance of Kalashnikovs. I wouldn't say those countries have "no rifles" :)
Thank you, Cheapy. You folks really think I wrote this without doing my homework? =-)
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thejeff wrote: Of course, not everything makes it into the history books. Word.
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Zherog wrote: Anybody have any extra brain bleach? blargh...
--John Ling
Make that a stretch goal. =-)
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Kajehase wrote: Brandon Hodge wrote: Guys, if I help promote this, do you promise to make Pett stop sending my lurid text messages? I give. *shudder* Pett, Brandon is perfectly capable of sending those messages himself. Doh! [corrected]
Dammit! Another one Richard? REALLY? How can your body even bend like that? And that smile while you're doing it! Are you giggling?
Sick, sick man.
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thejeff wrote: And this is why I really don't want my PF game to get to close to the real world.
I don't want my fantasy characters dealing with real life. I don't want to get into dealing with the evils of Tsarist Russia that set up the conditions for the Communist Revolution.
As long as you recognize that almost everything in this thread, including the latest round of kitchen sink famous-name-tossing, is purely speculative. So far the indication from Paizo hasn't been that PCs are going to be swooping in to rewrite world history as you describe above, or, you know, assassinate a young Hitler on the Western Front so WWII never happens.
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Guys, if I help promote this, do you promise to make Pett stop sending me lurid text messages? I give. *shudder*
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Class is in session, folks! The Top Five submissions for Valhalla Calling are here. Check them out, then head over to the forums for feedback and judge's critiques here.
Anyone who has ever wanted to submit a premise of an adventure for publication should pay close attention. We're revealing all the secrets right in the KQ forums!

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Timothy Hanson wrote: I must admit I am rather surprised with how many people are fully on board with this to be honest. Go across Tian Xia people throw a fit, have pirates people through a fit, go to Earth everyone is on board. Seems odd. I think you've provided your own insight to the paradox without realizing it. The elements you mention: Tian Xia, pirates (and the polarizing possibility of firearms they bring with them), etc, all changed the nature of Golarion itself when introduced. By opening up those avenues to exotic locales as accessible parts of Golarion, I think it may cause some stress for GMs running more "traditional" games. Like players showing up with ninjas and gunslingers when the GM was hoping for some traditional sword & spell dungeon-romp fantasy. When it becomes not only part of Golarion canon but highly-featured aspects of books like Ultimate Combat, it gets harder and harder for GMs to say no to those elements, lest they alienate PCs who want to play around with those new toys, because they are now an official part of the game world.
But if you bring the adventure elsewhere--taking it off Golarion--it is less threatening, and, most importantly, you can explore new realms and exotic locales, whether it be other planets or weird pocket dimensions, without redefining the fabric of the game-world assumptions of Golarion itself. It is safer and less threatening, I think, because if GMs know they hold the key to that particular lock, and they stay more firmly in control of the introduction of those elements, then there's a certain comfort that they can sort of swim around in that exotic pool for a little while, then dry themselves off and get back to business-as-usual, the key to those locales swallowed, if need be, so that those aspects don't ever again taint their more "pure" definition of canon Golarion. Denying a PC concept from another planet or dimension is easy enough, but it gets harder to say 'no' when someone brings a samurai PC to the table that could have just caravan-ed right over the Crown of the World.
So, if all that's all true, and I think it is close, then, yes: Numeria IS way more exotic than going to Earth. Not only is it actually more exotic than real Earth technology, but it is an integral part of Golarion, rather than some far-off, normally-inaccessible place, and not something GMs can really block access to or knowledge of if they are running canon-Golarion.
Just my thoughts. I'm cautiously optimistic!
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The perfect solution for the nebulous Tentacle Attack! in From Shore to Sea.
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My favorite incarnation of Xin in AP #66 listed him as a universalist, but I designed him with a unique configuration that reflected his mastery over rune magic -essentially giving him the bonus slots of a specialist runelord, but with the ability to shift chosen speciality schools daily. I mean, he WAS the master of the Seven Runes of Virtue, right?
I thought that was a good way to go, but ultimately we ended up handling the First King much differently in the final design -he was just too much awesome for a mere statblock to contain. I'll be able to discuss a little more at length once the AP chapter actually comes out, and maybe James will let me post that incarnation here so you guys can check it out. But we ended up going a much different route with Xin, as you'll soon see! *rubs hands maniacally*
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So, so satisfying.
You guys have no idea...I can't wait for everyone to see what's in store in this volume!
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You know, the Whispers could be capable of replicating resurrection *evil grin*
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Dismiss it if you like. But the biggest spoiler yet could be buried in that link. Or not. =-P
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Or.
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You're WELCOME!!!!
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Take it away Kenny and Dolly!!!
"Goblins in the street/that is what we are.
We have come to eat/now can we kill dogs?
Come pillage with me/ oh crap there's a horse!
And we run screaming from Valeros, Ah-ah!
From one village to another, Ah-ah!"
Yeah, I did an Islands in the Stream parody. So??? =-P
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Zaister wrote: Hm, by the way, when did "Open Design" become "Kobold Press"? That information is closed content. =-)
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James has said it before, and I'll say it again (as the author of Book 6, which, aside from Book 1, is the only other in the AP to have any significant Pathfinder Society interactions, and still pretty limited at that):
Spacelard (and others): Your problem here is with Seeker of Secrets, NOT this AP or its starting assumptions for PCs. As Urath notes above, James has downplayed significant portions of that book, and the AP does not use it, OR any of the more controversial aspects of the Society listed above, as its base assumption.
Of course, GMs are free to use whichever version of the Society they wish, or take it out altogether -it isn't going to sour the fun you'll have with this AP, despite the minor teacup tempests some folks have tried to conjure with the Pathfinders' inclusion in these volumes.
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But But But...if someone is just test-driving something, why MUSTRasputin DIE? And what's with the exclamation point in the title???
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